Lahmian Vampire Lord skill tree & build planner
63 skills, up to rank 50. Tap a skill for a point; long-press, right-click or − takes it back. The mount, items and stat card are under the tree.
Character
- Barded NightmareUnlocks at rank 8Mount: Barded NightmareThe most impressive Nightmares are those reared on fresh blood. Such noble monstrosities are worthy mounts.
- HellsteedUnlocks at rank 10Mount: HellsteedHellsteeds are vicious. Vampires that dabble in the binding of beasts delight in breaking these wild creatures to their will.
- Zombie DragonUnlocks at rank 18Mount: Zombie DragonIt is to the Plain of Bones that a Vampire Lord travels to claim a Zombie Dragon as their mount.
- Coven ThroneUnlocks at rank 20Mount: Coven Throne
- Deathly VigourUnlocks at rank 6Attribute: Perfect VigourIf anything, this one has an even greater lust for life than they did before their death.
- Aura of Dark MajestyLeadership aura size: +25%This Lord of Undeath projects an aura of dominion that can wilt the most iron-willed mortals.
- Dark PactLeadership: +5 when attacking (Lord's army)A dark pact has been made with darker Gods to guarantee victory.
- Grave WardUnlocks at rank 8Missile resistance: 10%Whereby the power of death itself is used to hold back the physical world.
- Soldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +1 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +2 (own army)Level 3 · free at rank 30Regiments of Renown army capacity: +3 (own army)Their renown shall further elevate the one under whose command they march.
- ImmortalityUnlocks at rank 20 · Starting skillThis Lord will be wounded instead of killed in battleWho wants to live forever? As it turns out, most beings wouldn't say no…
- MentorUnlocks at rank 30 · 3 levelsLevel 1Character experience gain: +20% (Heroes in Lord's army)Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40Character experience gain: +35% (Heroes in Lord's army)Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50Character experience gain: +50% (Heroes in Lord's army)Character will share +50% of experience earned between all other active LordsHaving learned much in their long years of service, this character now turns their attention to training others.
- Queen BeeUnlocks at rank 12Enemy Hero action success chance: -25% (Heroes in local region)Hero action cost: -50% (Heroes in local region)Hero action success chance: +50% (Heroes in local region)"Who's queen? That's right… Now, prostrate yourself before me, worm!"
- Eager for BloodRecruit rank: +1 for Lahmian Handmaiden units (Lord's army)Speed: +10% for Handmaiden units (own army)Unit capacity: +2 Lahmian HandmaidensRequires: Queen Bee"Give them a taste of what awaits! And do treat yourself to a taste, too."
- BewildermentPassive ability: "Bewilderment"Weapon strength: +10%Requires: Queen BeeBeware the honeyed tongue of the Lahmian, else you be caught in their web.
- Innocence LostMelee attack: +5 for Lahmian Handmaiden units (Lord's army)Melee defence: +5 for Lahmian Handmaiden units (Lord's army)Casualty replenishment rate: +10% for Lahmian Handmaiden units (Lord's army)Requires: Queen BeeThese deceptive creatures look so inoffensive and vulnerable that the enemy lowers his own defence, which is when they strike…
- Exquisite ServitudeVampiric corruption: +2 (local province)Control: +2 (local province)Growth: +10 (local province)Requires: Queen BeeThe Undead display the best type of loyalty, which endures unendingly and without question.
- Mist FormPassive ability: "Wayfarer"Ability: "Mist Form"Physical resistance: 10%Requires: 3 skill points across Eager for Blood, Bewilderment, Innocence Lost, Exquisite ServitudeThe Handmaiden's form dissolves into mist, drifting beyond harm and fatigue as she moves with effortless, unending grace.
- The HungerPassive ability: "The Hunger"
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: The HungerSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Dark Knight2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: The Hunger"See my coat of crimson armour? It is strengthened by thine blood and fear."
- Beguile2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: The Hunger"Look into mine eyes, mortal; what glories do you see?"
- Deadly Blade2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: The HungerA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer!
- QuickbloodAbility: "Quickblood"Requires: 4 skill points across Devastating Charge, Dark Knight, Beguile, Deadly BladeLahmians are renowned for moving faster than the mortal eye can track.
- Master Strike2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: QuickbloodStrike hard, strike true.
- Curse of the Revenant2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: QuickbloodThe strength of this Vampire to endure the centuries is beyond compare.
- Blade Master2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: QuickbloodThis warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Fleet-Footed2 levelsLevel 1Speed: +7%Level 2Speed: +15%Requires: QuickbloodThose who are fleet of foot can reach the enemy faster.
- TransfixAbility: "Transfix"Requires: 4 skill points across Master Strike, Curse of the Revenant, Blade Master, Fleet-FootedWith a single, piercing gaze, she transfixes the weak. As resolve crumbles, her will takes hold across the land.
- Invocation of Nehek2 levelsLevel 1Overcast spell: "Invocation of Nehek Upgraded"Cooldown: -30% to "Invocation of Nehek"Level 2Miscast base chance: -15% for "Invocation of Nehek Upgraded"Overcast spell: "Invocation of Nehek Upgraded"Winds of Magic cost: -1 for "Invocation of Nehek"Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"Cooldown: -50% to "Invocation of Nehek"
- The Curse of UndeathPassive ability: "The Curse of Undeath"Requires: Invocation of NehekAs the powers of Dark Magic are wielded for the purpose of Necromancy, its unwholesome energies invigorate the Undead.
- Spirit Leech2 levelsLevel 1Overcast spell: "Spirit Leech Upgraded"Cooldown: -30% to "Spirit Leech"Level 2Miscast base chance: -15% for "Spirit Leech Upgraded"Overcast spell: "Spirit Leech Upgraded"Winds of Magic cost: -2 for "Spirit Leech"Winds of Magic cost: -2 for "Spirit Leech Upgraded"Cooldown: -50% to "Spirit Leech"Requires: Invocation of Nehek
- Gaze of Nagash2 levelsLevel 1Overcast spell: "Gaze of Nagash Upgraded"Cooldown: -30% to "Gaze of Nagash"Level 2Miscast base chance: -15% for "Gaze of Nagash Upgraded"Overcast spell: "Gaze of Nagash Upgraded"Winds of Magic cost: -2 for "Gaze of Nagash"Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"Cooldown: -50% to "Gaze of Nagash"Requires: Invocation of Nehek
- Raise Dead2 levelsLevel 1Overcast spell: "Raise Dead Upgraded"Cooldown: -30% to "Raise Dead"Level 2Miscast base chance: -15% for "Raise Dead Upgraded"Overcast spell: "Raise Dead Upgraded"Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"Cooldown: -50% to "Raise Dead"Requires: Invocation of Nehek
- EvasionPassive ability: "Evasion"Requires: 4 skill points across The Curse of Undeath, Spirit Leech, Gaze of Nagash, Raise Dead
- Curse of YearsWinds of Magic cost: -2 for "Curse of Years"Cooldown: -50% to "Curse of Years"Spell: "Curse of Years"Requires: Evasion
- Okkam's Mindrazor2 levelsLevel 1Overcast spell: "Okkam's Mindrazor Upgraded"Cooldown: -30% to "Okkam's Mindrazor"Spell: "Okkam's Mindrazor"Level 2Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"Overcast spell: "Okkam's Mindrazor Upgraded"Winds of Magic cost: -2 for "Okkam's Mindrazor"Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"Cooldown: -50% to "Okkam's Mindrazor"Requires: EvasionThe supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
- EarthingMiscast base chance: -15%Requires: EvasionBy stabbing a staff or some arcane conduit into the ground, an accomplished magic-user can earth or tether the Winds and hopefully reduce a chance of miscasting.
- Magical ReservesWinds of Magic power reserve capacity: +5Requires: EvasionA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts.
- Arcane ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Curse of Years, Okkam's Mindrazor, Earthing, Magical Reserves
Battle
- Aura of SupremacyCharacter's aura leadership effect: +5Enemy leadership: -4 (enemy armies in local province)"I am mighty, none dare challenge me!"
- The Unliving Host3 levelsLevel 1Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Level 2Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Level 3Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)Requires: Aura of Supremacy"Arise my host, my Unliving minions - bring me victory!"
- Call of the Night3 levelsLevel 1Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)Level 2Charge bonus: +6 for Fell Bats and Dire Wolves units (Lord's army)Speed: +9% for Fell Bats and Dire Wolves units (Lord's army)Level 3Charge bonus: +12 for Fell Bats and Dire Wolves units (Lord's army)Speed: +12% for Fell Bats and Dire Wolves units (Lord's army)Requires: Aura of Supremacy"Can you hear it… the call of the night? Time for its children to arise and swarm."
- Evil Souls3 levelsLevel 1Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Level 2Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Level 3Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)Requires: Aura of SupremacySuch evil spirits are desperate to spill mortal blood, and will speed along until they find some flesh to carve.
- Creatures of the Night3 levelsLevel 1Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Level 2Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Level 3Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)Requires: Aura of SupremacyThe Lord howls out into the night, and is answered by the baying of dark creatures.
- Waking Dead3 levelsLevel 1Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Level 2Armour: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Melee attack: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Level 3Armour: +12 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Melee attack: +8 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)Requires: Aura of SupremacyVampires summon forth the gruesome remains of the ancient dead to bolster the masses of lesser minions under their control.
- Carriages of Death3 levelsLevel 1Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Level 2Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Level 3Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Speed: +12% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)Requires: Aura of SupremacyBy their very nature, most Vampires try to avoid discomfort and travel in style.
- Magical AnimusAbility: "Magical Animus"Requires: 6 skill points across The Unliving Host, Call of the Night, Evil Souls, Creatures of the Night, Waking Dead, Carriages of Death
- Legions of DeadSpell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)Requires: Magical Animus"…and the legions of the dead envoked all hell upon the world."
- Dread KnightsCharge bonus: +12 for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)Ward save: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)Requires: Magical AnimusThe Undead Lord has followed the warrior's path to its ultimate conclusion, in a dark mockery of a Knight's vow.
- Deadly PowerMelee attack: +5 for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)Requires: Magical AnimusThe power of death cannot be denied.
- Flying HorrorsCharge bonus: +12 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)Melee attack: +5 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)Requires: Magical AnimusThe Dark Magic-user can take to the skies, defying gravity by metamorphosing into a bat.
- Undeath ResurgentReplaces: "Magical Animus"Ability: "Undeath Resurgent"Requires: a point in any of Legions of Dead, Dread Knights, Deadly Power, Flying Horrors
Campaign
- The Restless DeadCampaign movement range: +5%A Lord of Necromancy's minions do not suffer exhaustion, they can walk for leagues and never suffer.
- Undying Horde3 levelsLevel 1The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +2% (Lord's army)Level 2The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +4% (Lord's army)Level 3The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)Casualty replenishment rate: +6% (Lord's army)Requires: The Restless DeadOnce slain in battle, the foe belongs to the Undead Lord, and will rise again, eager to serve.
- Children of the Night3 levelsLevel 1Character experience gain: +10% (Heroes in Lord's army)Upkeep: -3% (Lord's army)Level 2Character experience gain: +20% (Heroes in Lord's army)Upkeep: -6% (Lord's army)Level 3Character experience gain: +30% (Heroes in Lord's army)Upkeep: -9% (Lord's army)Requires: The Restless DeadA powerful, vigorous Lord of Darkness will see the Children of the Night gather unto them.
- Darkling Skies3 levelsLevel 1Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: The Restless DeadThe sun is no ally of the dead - a sky scorched black, or darkest night, will invigorate the Unliving.
- Ancient Cunning3 levelsLevel 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: The Restless DeadSuch long-lived creatures develop a level of guile that mortals cannot match.
- Immortal HorrorCasualty replenishment rate: +30% for this Lord (Lord's army)Battle healing cap: +50%Wound recovery time: -1 turnsRequires: 4 skill points across Undying Horde, Children of the Night, Darkling Skies, Ancient CunningSuch a beast is all but impossible to destroy - an immortal horror doomed to haunt eternity!
- Lightning Strike3 levelsLevel 1Enemy battle reinforcement time: +25%Battle reinforcement time: -10%Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penaltyLevel 2Enemy battle reinforcement time: +50%Battle reinforcement time: -20%Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penaltyLevel 3Enemy battle reinforcement time: +50%Battle reinforcement time: -30%Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penaltyEnables lightning strike battles when reinforcements are presentRequires: Immortal Horror"The time to strike is now!"
- Guile & Glamour3 levelsLevel 1Vampiric corruption: +1 (local province)Level 2Vampiric corruption: +3 (local province)Level 3Vampiric corruption: +6 (local province)Requires: Immortal HorrorA simple glamour can disguise a monstrous Vampire or Liche, so they may then charm and beguile the local populace.
- Necrarch3 levelsLevel 1Growth: +8 (local province)Level 2Growth: +20 (local province)Level 3Growth: +36 (local province)Requires: Immortal HorrorW'soran's scions are masters at the art of Necromancy, to dabble in such will be a boon.
- Eternal Warden3 levelsLevel 1Attrition: -5% when under siege (armies in local owned region)Level 2Attrition: -10% when under siege (armies in local owned region)Level 3Attrition: -15% when under siege (armies in local owned region)Requires: Immortal HorrorThis Lord has endless forbearance, a timeless patience crafted over millennia.
- Uncanny PrescienceWinds of Magic power reserve minimum: +15 (Lord's army)Campaign movement range: +5%Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Guile & Glamour, Necrarch, Eternal WardenThis Lord can hear the thoughts of mortals for leagues around, and plan accordingly.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
Items
- Weapon
- Armour
- Talisman
- Enchanted item
- Arcane item
- Follower or banner0/2
Items this character can carry: its race's (or any race's), its kind of character, and the ones made for it; an item only some factions get is left out for a legendary lord of another faction and marked “… only” for everyone else. The arcane item slot is for spellcasters (Dwarf characters carry three Character Runes there); followers and banners share two ancillary slots.
Stats of this build
Lahmian Vampire Lord · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,068 | 4,068 |
| Armour | 70 | 70 |
| Leadership | 80 | 80 |
| Speed | 46 | 46 |
| Melee attack | 65 | 65 |
| Melee defence | 50 | 50 |
| Weapon strength | 480 | 480 |
| … armour-piercing | 180 | 180 |
| Charge bonus | 35 | 35 |
| Ward save % | 0 | 0 |
| Physical resistance % | 20 | 20 |
| Missile resistance % | 0 | 0 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
- This Lord will be wounded instead of killed in battle
Skills and items; like lines are added up, and a skill counts at the highest level taken (each level lists its totals). Army of Renown fills itself in at its ranks.
Source: character_skill_node_sets, character_skill_nodes, character_skill_node_links (REQUIRED and SUBSET_REQUIRED), character_skill_level_details, character_skills_to_level_reached_criterias, character_skill_nodes_skill_locks and character_experience_skill_tiers, patch 9.0.4, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included. A skill after a group of skills (SUBSET_REQUIRED) opens once the skill points character_skill_nodes.required_num_parents asks for are spent in that group, in any mix — the game's “Available after spending N skill points in the previous group”; each REQUIRED skill needs a point.
